using System.Collections.Generic;
using UnityEngine;
using FairyGUI.Utils;
namespace FairyGUI
{
///
///
///
public class SelectionShape : DisplayObject, IMeshFactory
{
public readonly List rects;
public SelectionShape()
{
CreateGameObject("SelectionShape");
graphics = new NGraphics(gameObject);
graphics.texture = NTexture.Empty;
graphics.meshFactory = this;
rects = new List();
}
///
///
///
public Color color
{
get
{
return graphics.color;
}
set
{
graphics.color = value;
graphics.Tint();
}
}
public void Refresh()
{
int count = rects.Count;
if (count > 0)
{
Rect rect = new Rect();
rect = rects[0];
Rect tmp;
for (int i = 1; i < count; i++)
{
tmp = rects[i];
rect = ToolSet.Union(ref rect, ref tmp);
}
SetSize(rect.xMax, rect.yMax);
}
else
SetSize(0, 0);
graphics.SetMeshDirty();
}
public void Clear()
{
rects.Clear();
graphics.SetMeshDirty();
}
public void OnPopulateMesh(VertexBuffer vb)
{
int count = rects.Count;
if (count == 0 || this.color == Color.clear)
return;
for (int i = 0; i < count; i++)
vb.AddQuad(rects[i]);
vb.AddTriangles();
}
protected override DisplayObject HitTest()
{
Vector2 localPoint = WorldToLocal(HitTestContext.worldPoint, HitTestContext.direction);
if (_contentRect.Contains(localPoint))
{
int count = rects.Count;
for (int i = 0; i < count; i++)
{
if (rects[i].Contains(localPoint))
return this;
}
}
return null;
}
}
}